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Fix Resources


Keegoz
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You’re right, market prices are down the drain. I do think we need to have some sort of nerf on resource production or an increase to resource use, but I don’t doubt that that would attract a lot of controversy.

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If you check out this Facebook post: 

 

You'll see that I'm planning on introducing 6 new national projects which will suck up a ton of resources and increase demand. I agree with you, something does need to be done and once I'm graduated next month I'll have a lot more free time to address the issue.

 

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40 minutes ago, Alex said:

If you check out this Facebook post: 

 

You'll see that I'm planning on introducing 6 new national projects which will suck up a ton of resources and increase demand. I agree with you, something does need to be done and once I'm graduated next month I'll have a lot more free time to address the issue.

 

Glad to hear it.

[11:52 PM] Prefontaine: But Keegoz is actually bad. [11:52 PM] Prefontaine: He's my favorite bad leader though.

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That's good Alex!

I agree: I would give some thought to simply removing the 50% production bonus. I think it was intended as a trial initially and it seems like an easy place to start.

Also hahaha obligatory BUILD THE WALL!

Edited by Spaceman Thrax
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The only way I see to fix this is to cap stockpiles (scaling by # of cities and/or infra) or have stockpiles degrade over time.

2 hours ago, Sweeeeet Ronny D said:

As for new projects sucking up resources, will they actively suck up resources, or is it a one time resource drain when you buy them?  because if its the latter, that doesn't fix the problem at all, its just a small bandaid, and in 1-2 months you will be in the same spot again.

This x1000

Edited by Azaghul
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Another thought: I don't think new projects are going to make a huge impact.  Either they are so expensive that people don't buy them, or they are cheap and don't make a major dent in stockpiles or production.  That's not to say you shouldn't add them but I don't see them having a major impact on this particular issue.

On a related vane you could change the current improvements and projects.  Specifically, make commerce improvements take resources to upkeep rather than cash.  Create a consistent and substantial peace-time dump for resources.

Edited by Azaghul
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A few highly priced projects aren't going to be enough.
We need some new consistent sinks or decreased resource bandwidth.

Also, unnecessary power gap increases like, "Perks," will only hurt the game in the long run.

Edited by Malleator

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A few projects won't be enough, I'm afraid.

If you want to make more resource sinks, introducing resource cost to cities from some point is not a bad idea either. Say, every city over 15 would have, aside from the cash cost, would get a flat resource cost of 2K steel, alum, munitions and gas. If that's not enough, infrastructure can have resource cost in raws.

If that's too radical of a change, then cutting production bonus to 25% and/or having manufactories take 10 slots to max instead of 5 might actually result in *specializing* production as it was intended in the last year band aid. The way it is now, you can produce 2 to 3 manufactured goods with ease, all at max slots and max bonuses.

Edited by Theodosius
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Alex’s suggestion fails when it decides to ignore the growth of players’ nations. In a few months time, supply will overcome  whatever temporary halting those projects would have had to offer.

If you’re looking to address the problem from the demand side of the equation, push out tweaks/additions that offer a continuous sink in resources, not one-off deals that no one would really have an issue with vaulting over. Theodosius’ idea has merit, as does Roquentin’s. The most obvious issue, naturally, is that while balancing numbers you have to be careful to avoid two things: 

    a. Putting an obstacle in the way of new players big enough that it begins to massively favour nations that were created before the change even more-so than they would be as a natural by product of change (this applies in particular to changes like the one Roq alluded to)

    b. Putting too low of an obstacle, resulting in the change being rendered null and void in a few weeks/months time. 

On the other hand, you have the ability to tweak the supply side of things. Last year’s fix was intended to encourage specialisation. Currently, nations at 2,000 infrastructure/city (which doesn’t even scratch at the upper middle section of infrastructure per city) can comfortably produce two manufactured resources at full production boost. This is self evidently problematic.

To actually encourage specialisation, you must either:

    a. Increase the amount of slots it takes to reach 50% production bonus per resource, 

Or,

    b. Lower production bonus to a cap of somewhere between 25% to 35%. 

There are multiple ways to address this, but if you keep adding on changes that ‘solve’ the problem in the short term and lead to the same issues down the road, you’re going to have to continuously tweak the game. You don’t want that. I don’t want that. No one wants that. Numbers are finicky. It’s understandable that you’re busy with academics at the moment, and while I’m genuinely happy that you check these forums actively and plan on changing things for the better, before releasing changes that impact economics at its core, I’d request that you run it by the player base as well. 

Thanks for your time. 

Edited by Dio Brando
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Time to create a third tier of resource to refine which has a very high raw+refinement cost. Require those specialty resources for Land over 3 or 4k. Infra over 3k. Cities over 20. Maybe even the units built with them create a slightly improved unit, IE you can shell out those extra resources for reinforced steel on tanks which gives a reasonable increase to durability for units.

 

I mean these things would take some effort, so you wouldn't do that.

 

Changing costs to things which already exist is never going to satisfy people. In MMOs the level caps eventually increase as the game gets older. New dungeons get added. You need to add a new resource tier for people to dump resources into because the market has no where for them to go. I highly doubt projects will do the trick.

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A border wall sounds awful since crime is such a nonfactor and population is everything.

 

>inb4 crime rate is increased to compensate for the project

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I see no benefit in continuing to make resources take longer to mine to compensate for inflation. Instead he should introduce new mechanics, projects and features people can use them on.

Personally I think space exploration, where people could build colonies on other worlds with each in-game turn lasting a different amount of time on other planets and other changes to make it unique; would open new frontiers for people to battle for control over; as well as something people could spend massive amounts of resources on. What if Arrgh managed to gain dominance on the Moon & kept their bank stashed there? Anyone who would want to go after it would need to try gaining a foothold on the Moon as well if they want to try taking it.

 

Also introducing new units, projects and other less major changes which give people more stuff to spend the resources on is he way to go.

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19 hours ago, Akuryo said:

I won't *see* anything because im not a 45 year old woman and therefore do not and will never be using facebook. 

Good news, it also got posted to Twitter!

 

 

6 hours ago, Prefontaine said:

I mean these things would take some effort, so you wouldn't do that.

I agree that this is not a permanent solution and that more needs to be done. I'll tell you what I've maintained over the past year or so, which is that once I'm graduated from college and working on this game full-time, I'll be able to put a lot more effort and development time into the game.

And good news for you, I'm graduating next month. Of course, I happen to be moving too, but probably starting in June I'll be putting in 40 hour weeks into development, so things will move pretty fast. In fact, you'll probably be really upset about how much I'm changing things tbh.

2 hours ago, Malal said:

A border wall sounds awful since crime is such a nonfactor and population is everything.

 

>inb4 crime rate is increased to compensate for the project

I never said it would make fiscal sense to build a border wall :P

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41 minutes ago, Alex said:

And good news for you, I'm graduating next month. Of course, I happen to be moving too, but probably starting in June I'll be putting in 40 hour weeks into development, so things will move pretty fast. In fact, you'll probably be really upset about how much I'm changing things tbh.

At least you won't have the excuse of not having time to put in effort to fall back on if your changes are rubbish. I look forward to seeing what 40 hours of week of effort from you looks like. I hope you succeed.

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